Acho engraçado que se você deixar a introdução do SNES passar sem apertar nenhum botão, o efeito em Mode 7 do título sempre vai ser diferente. Uma hora diminui, outra aumenta, outra muda o centro de escala, outra muda o centro de rotação, outra distorce tudo e por aí vai. Tipo, um programador sem nada pra fazer apenas quis programar isso sem motivo, até por que ninguém iria ficar assistindo a abertura por mais de 10 minutos. XD Pra quem quiser conferir, abra no emulador e só dê fast forward nas demos para poder ver as variações do título mais rápido.
All things considered, the SNES version is a VERY faithful port... I mean, the sprites are smaller and the colors are darker; but everything still looks pretty nice and ALL of the stages are fully intact. Some background details and on-screen display info is missing (such as the character portraits and weapon/shield icons). If this was ported on the Genesis, you could prolly expect to see some improvements in the resolution, background details, sprite sizes, total number of sprites on screen at once, and slightly faster gameplay. The downside, would be scratchy/patchy sound effects with some much-anticipated lower quality music and audio samples (as was usually the case back then before modern-day modders and hackers stepped in with all of their current rom-editing programs and tools). The fanboys and haters out there, are just blaming the SNES version for being a crappy/lazy 'shitport' just because they obviously have NO knowledge of the vast differences in hardware specs between the CPS1 and the SNES. A $10,000+ professional-grade arcade cabinet vs a $200 home gaming console + $50 game cartridge (16 megabits). Need I say MORE???
An excelent conversion indeed, there is times where we could consider to have the arcade at home. Of course the resolution and possibly the sprites are smaller and there's some flickers here and there, but it's an awesome port anyway! If Final Fight 1 had this same care on the same system...
Many people believe that Final Fight could've been a MUCH BETTER port if only the devs understood the SNES hardware better at the time, and were given a few more extra months to work on it before it was released. It was being rushed due to a tight deadline, and the port suffered mainly because of that!
Fantastic port. It got some minor graphical downgrades and no multitap support, but it does retain (and arguably exceeds) the arcade's music, and has 2 player support, unlike Final Fight 1.
I don't think 3 player support would have been possible with the SNES's 3.58MHz bottleneck. Even with only just 2 players, you can already see that it suffers from SLOWDOWNS...
As mentioned, the game had immense slowdown on the SNES in 2-player mode. It was a pretty good port but the arcade port is far superior, except i like the SNES OST better.
@@drlight6677 The arcade version was running on CPS1 hardware (at 12MHz I believe). The SNES with it slow-ass 3.58MHz chipset could NEVER keep up with all the action and the number of moving sprites on the screen... It was just way too much for it to handle!
My only big complaint about the SNES version is that in 2 player mode the framerate is all over the place. Otherwise it's a good port for the SNES, Capcom did as good of a job as they could've, and really the lag is only because of Nintendo cheaping out on the SNES's cpu which was terribly slow for it's time.
@@drlight6677If only the SNES cpu wasn't nearly as slow, then I think it would be highly possible that AVP and those two D&D arcade games could've also been ported as well... I bet they will need to require at least a 48 meg cart tho!
With a faster cpu it's possible that AvP and the two Dungeons and Dragons arcade games could've been ported to the SNES, the graphics still would've had to of been downgraded though with much smaller sprites and a lot of detail removed. The first Dungeons and Dragons arcade game was supposed to be released for the PS1 but the project was cancelled mid-development unfortunately. There's a prototype that was leaked of the game and it looked really good!@@OtomoTenzi
@@drlight6677 Yeargh, and then I guess it went to the Saturn tho it was only available in Japan... I have NO doubt in my mind, that the SNES should've been able to handle ANY arcade game from the 90s just as long as it had the right kinda chipset, with more available RAM (1MB), and large enough cartridges (256+ megabits). What the SNES had DESPERATELY needed, was a Motorola 68000 with a clockspeed of 12MHz. I heard that those chips were actually cheaper back then (cuz they were being mass-produced and more commonly available) compared to the Ricoh 5A22; which was prolly TWICE as expensive and 3 times as SLOW. The higher-ups at Nintendo really had their heads stuck up their ASSES back then!
Tuve la oportunidad de jugar ambas versiones. Gráficamente, la de Arcade es superior. Pero, en la versión de SNES, cuando eliges algún personaje que lleva escudo, puedes cubrirte; eso no ocurre en la versión de Arcade. Saludos a todos desde Perú.
SNES was an amazing console. I secretly loved it but my hormones always pushed me towards the black sleekness of the MegaDrive. The SEGA MegaDrive looked like something straight outta the fuckin' batcave!
Hydra boss in the snes is also only 2 heads at once instead of all 3 at the same time like in the arcade. They also censor the blood from the chopped off heads.
You can clearly see, that Capcom already did everything they could do to make the SNES version as faithful to the arcade version as possible... From a realistic standpoint, NOBODY should be expecting too much from a $200 home 16-bit gaming console vs a $10,000 professional arcade coin-op cabinet; running on the much more powerful and capable CPS1 hardware! 🤨
@@OtomoTenzi NEVER would I expect arcade perfection on 16-bit. CPS was very powerful for the time. Those wanting arcade perfect would have needed a $400 CPS Changer, plus a KoD CPSC cart which would've been in the Neo-Geo range ($200). Capcom wanted CPSC to be their answer to the Neo-Geo AES, but they didn't support it for very long. As I said, the SNES port is fine. $200 for the SNES and $70 for the cart was a good deal. Gameplay is accurate, and the graphics/BGM resemble the arcade well enough for the move down to a 16 Mb cart. Also they kept the 2 player mode in.
@@JudgmentStorm $200 per CPS game sounds pretty damn steep and largely unrealistic for MOST gamers at the time... That would be like right up there with Neo Geo systems and games. I knew a friend back in college who paid up to $400 for some of his AES carts, and that was back then in the late 90s when the US economy was doing OK and the dollar was still strong. He was well-educated and came from a wealthy family, but was an arrogant and condescending sonofabitch. You know how those people are like. They like to act and talk like they are at least 10 stories above everyone else. I broke off all ties with him right away. I usually buy all of my SNES carts used, and rarely ever pay more than $30 for them.
Fight Fight not having two-player mode was so disappointing. Jaleco took note with "Rival Turf" which I don't care what anyone says, is a really fun beat'em up.
@@drlight6677 Rival Turf had some static backgrounds, but they were really well-drawn tho... Do you still remember how nice the baseball stadium level looked?
Rival Turf indeed had some really nice backgrounds, i don't care that they were static lol. I wish the characters in the game had more animations though, characters are so stiff when attacking and getting hit and falling down@@OtomoTenzi
@@drlight6677 If I recall correctly, both Final Fight and Rival Turf were on 8 megabit carts... It's fair to say that they tried to squeeze in as much as they could on both of those games. Final Fight was missing 2-player support and the Rolento stage, as well as some quite noticeable background details (like the bar/pub area). Modern-day hackers/modders have proven that the 2-player option and censorship issues could be fixed, but there ain't really much we could do about a whole entire stage missing tho. I think they ditched the Rolento stage at the very last minute, cuz the original devs thought that elevator part would be a bit too much for the SNES hardware to handle. I swear, it MUST have been one of the main reasons why that stage was cut out from the game. If they had planned on including it somehow, I don't think it would've taken anymore than a few extra megabits of memory to hold it. 2 megs for that Rolento stage, and another 1 or 2 megs for restoring Guy back into the game. That's only like a total of 12 megs, so it couldn't have been really all that expensive? 🤔
Em certos momentos os sprites quebram pelo fato do console não aguentar tantos elementos na tela, mas isso não incomodava, e também não ligávamos pela ausência do terceiro player. Naquela época queríamos jogar em casa o que a gente jogava nos flipers, um port competente dos arcades pro Super Nintendo e um dos meu favoritos da Capcom pros 16 bits.
ARCADE! CPS 1: 4096 COLOURS, no limit sprites, more detailed animated backdrop and resolution- 384x224 Snes: 256 COLOURS, max 3 sprite on screen, smaller sprites, resolution-256x224 and Black Bands
@@lw7918If static sprites even count, then I could recall having at least 3 or 4 bags of gold layin' on the ground while I'm fighting 3 or 4 enemies on the screen at once. Plus the character you're controlling, that would be like around 7 or 8 sprites all being displayed at the same time (with some very noticeable slowdown and flicker).
Most of the minor flaws that were keeping the SNES version from being 100% arcade perfect; like the odd resolution and fewer numbers of on-screen sprites, could've prolly been solved if this game was also ported on the Genesis... At the cost of scratchy sounds and music, of course! 🤨
@@donemansion If you mean by missing background animations, then yes. But it is not a lazy port, mostly hardware limitations, Capcom pushed the snes to its limits to create this.
@@louiskeiflin5858 Capcom cant push 100% to snes hardware limited due to the low ram and CPU. Games just become a big bug. If you need 100% this game look as same arcade. Gameboy advance has more CPU and RAM than snes console as it can push 100% to gameboy advance hardware without have big bug. Just look at the specifications different gameboy advance Vs snes, Shittendo.
The Neo Geo MVS could prolly handle ANYTHING that a CPS1 arcade system could throw at it, but Capcom would NEVER license this game to their competitor/rival SNK back in those days, when arcade scene was at its peak.
The SNES version is surprisingly good, especially considering how bad Captain Commando is, and how slow Knights of the Round is (though that too is good on SNES). They had to cut it down to 2 players from 3 in arcades. But some other Capcom beat em ups didn't have 2 player option (Final Fight SNES, Punisher on Genesis, Magic Sword SNES, Captain Commando got cut down to 2 players from 4, but some arcade reivisons also only had 2 player options for that one), so even with 2 players, it was great.
Arcade e melhor, mas na época que lanço parecia msm que tava jogando um flipe no snes, fico muito bom e fiel, pra min snes foi o melhor console de port ficava muito parecido nao perdia muita coisa super nintendo era foda e continua sendo
@@MarcoPolo82 sim concordo, mas o neo geo ja foi feito pra isso, e si nao mi engano acho que é midia e nao cartucho o snes e mega nao foi feito pra aguenta arcade por isso acho o snes melhor nesse ponto
No, there could be 4-5 enemies on screen thanks to the smaller sprites. Do you see 2-3 enemies at 4:20, because I see 4 on screen, along with the player.
@@oscarzxn4067Eventhough the original arcade version of Final Fight threw as many as 8 or 10 enemies at you on the screen all at once, those occurrences didn't happen without lotsa noticeable slowdown...
It's not missing a whole lot all things considered, but it's clear that Capcom did whatever they could to make it as faithful to the arcade version... Remember that the arcade version was running on CPS1 hardware; in coin-op cabinets that costed at least between 10 to 20 grand, all equipped with dedicated arcade chips that were still considerably ALOT more powerful than most 16-bit consoles back then. You really can't expect too much from a home console port that only costed you like 50-60 bucks at most! 🤔
Excelente Port que ao meu ver teve o mínimo de perda se comparado a versão Arcade, excelente trabalho da Capcom. Esse é um jogo maravilhoso do SNES
Dadas as devidas limitações do Snes em relação ao Arcade essa conversão ficou bem competente
RodrigoDigoJunho : TOTAL!!
Excelente diría yo nada que ver con la manada que hicieron con final fight esto es increible
Acho engraçado que se você deixar a introdução do SNES passar sem apertar nenhum botão, o efeito em Mode 7 do título sempre vai ser diferente.
Uma hora diminui, outra aumenta, outra muda o centro de escala, outra muda o centro de rotação, outra distorce tudo e por aí vai.
Tipo, um programador sem nada pra fazer apenas quis programar isso sem motivo, até por que ninguém iria ficar assistindo a abertura por mais de 10 minutos. XD
Pra quem quiser conferir, abra no emulador e só dê fast forward nas demos para poder ver as variações do título mais rápido.
Port caprichado,o SNES tem seus méritos,e como a versão dele foi a primeira que conheci,me deixou satisfeito!
Excelente port para o SNES! O mais impressionante foi a fidelidade das músicas.
All things considered, the SNES version is a VERY faithful port... I mean, the sprites are smaller and the colors are darker; but everything still looks pretty nice and ALL of the stages are fully intact. Some background details and on-screen display info is missing (such as the character portraits and weapon/shield icons). If this was ported on the Genesis, you could prolly expect to see some improvements in the resolution, background details, sprite sizes, total number of sprites on screen at once, and slightly faster gameplay. The downside, would be scratchy/patchy sound effects with some much-anticipated lower quality music and audio samples (as was usually the case back then before modern-day modders and hackers stepped in with all of their current rom-editing programs and tools). The fanboys and haters out there, are just blaming the SNES version for being a crappy/lazy 'shitport' just because they obviously have NO knowledge of the vast differences in hardware specs between the CPS1 and the SNES. A $10,000+ professional-grade arcade cabinet vs a $200 home gaming console + $50 game cartridge (16 megabits). Need I say MORE???
A well done port of a great game! If only Final Fight and Captain Commando would've been ported in this quality...
As músicas desse game no SNES são de tirar o fôlego
One of my favorite Capcom arcade games with an almost perfect SNES port. 🐲
An excelent conversion indeed, there is times where we could consider to have the arcade at home. Of course the resolution and possibly the sprites are smaller and there's some flickers here and there, but it's an awesome port anyway! If Final Fight 1 had this same care on the same system...
Many people believe that Final Fight could've been a MUCH BETTER port if only the devs understood the SNES hardware better at the time, and were given a few more extra months to work on it before it was released. It was being rushed due to a tight deadline, and the port suffered mainly because of that!
The 3mhz of snes makes it slower
Exatamente o vídeo que eu estava procurando, sério! Parabéns!!!
Fantastic port. It got some minor graphical downgrades and no multitap support, but it does retain (and arguably exceeds) the arcade's music, and has 2 player support, unlike Final Fight 1.
I don't think 3 player support would have been possible with the SNES's 3.58MHz bottleneck. Even with only just 2 players, you can already see that it suffers from SLOWDOWNS...
As mentioned, the game had immense slowdown on the SNES in 2-player mode. It was a pretty good port but the arcade port is far superior, except i like the SNES OST better.
@@drlight6677 The arcade version was running on CPS1 hardware (at 12MHz I believe). The SNES with it slow-ass 3.58MHz chipset could NEVER keep up with all the action and the number of moving sprites on the screen... It was just way too much for it to handle!
The SNES version is a pretty faithful port, all things considered!
Ótima conversão!!
Pena que eles não tiveram esse capricho e cuidado para com o queridinho Captain Commando
Both are very well made and fun, but the arcade edges out the SNES version with 3 players and better graphics.
Wow, SNES port looks very good ^ ^
SalDOWN meh too much slow down
It's missing a lot of snes version, it's not close to the arcade version. Snes is lazy port.
minimal sacrifices to the port and they improved some color grading and at same time oversaturated at places. Overall very good port
My only big complaint about the SNES version is that in 2 player mode the framerate is all over the place. Otherwise it's a good port for the SNES, Capcom did as good of a job as they could've, and really the lag is only because of Nintendo cheaping out on the SNES's cpu which was terribly slow for it's time.
@@drlight6677If only the SNES cpu wasn't nearly as slow, then I think it would be highly possible that AVP and those two D&D arcade games could've also been ported as well... I bet they will need to require at least a 48 meg cart tho!
With a faster cpu it's possible that AvP and the two Dungeons and Dragons arcade games could've been ported to the SNES, the graphics still would've had to of been downgraded though with much smaller sprites and a lot of detail removed. The first Dungeons and Dragons arcade game was supposed to be released for the PS1 but the project was cancelled mid-development unfortunately. There's a prototype that was leaked of the game and it looked really good!@@OtomoTenzi
@@drlight6677 Yeargh, and then I guess it went to the Saturn tho it was only available in Japan... I have NO doubt in my mind, that the SNES should've been able to handle ANY arcade game from the 90s just as long as it had the right kinda chipset, with more available RAM (1MB), and large enough cartridges (256+ megabits). What the SNES had DESPERATELY needed, was a Motorola 68000 with a clockspeed of 12MHz. I heard that those chips were actually cheaper back then (cuz they were being mass-produced and more commonly available) compared to the Ricoh 5A22; which was prolly TWICE as expensive and 3 times as SLOW. The higher-ups at Nintendo really had their heads stuck up their ASSES back then!
Tuve la oportunidad de jugar ambas versiones. Gráficamente, la de Arcade es superior. Pero, en la versión de SNES, cuando eliges algún personaje que lleva escudo, puedes cubrirte; eso no ocurre en la versión de Arcade. Saludos a todos desde Perú.
Wow. Capcom did a fantastic job recreating KOD on the Super Nintendo. Almost identical. Bravo!
SNES was an amazing console. I secretly loved it but my hormones always pushed me towards the black sleekness of the MegaDrive.
The SEGA MegaDrive looked like something straight outta the fuckin' batcave!
Great port ofr a 16 bits system, enjoyed much back in the day.
Hydra boss in the snes is also only 2 heads at once instead of all 3 at the same time like in the arcade. They also censor the blood from the chopped off heads.
Yeargh, they didn't really think people would notice... 🤨
Играй в японскую версию без цензуры.
one of those times where the home version was better than the arcade original
Do Arcade é melhor. Mas o port para o Super Nes deve ser jogado e respeitado. Ele tem o espírito da pixel ART. Ótimo trabalho da Capcom.
Excelent port in SNES and Nice video
one of the better arcade ports
The arcade wins, but the SNES one is still solid. It's far more accurate than Final Fight 1 and Magic Sword.
You can clearly see, that Capcom already did everything they could do to make the SNES version as faithful to the arcade version as possible... From a realistic standpoint, NOBODY should be expecting too much from a $200 home 16-bit gaming console vs a $10,000 professional arcade coin-op cabinet; running on the much more powerful and capable CPS1 hardware! 🤨
@@OtomoTenzi NEVER would I expect arcade perfection on 16-bit. CPS was very powerful for the time. Those wanting arcade perfect would have needed a $400 CPS Changer, plus a KoD CPSC cart which would've been in the Neo-Geo range ($200). Capcom wanted CPSC to be their answer to the Neo-Geo AES, but they didn't support it for very long.
As I said, the SNES port is fine. $200 for the SNES and $70 for the cart was a good deal. Gameplay is accurate, and the graphics/BGM resemble the arcade well enough for the move down to a 16 Mb cart. Also they kept the 2 player mode in.
@@JudgmentStorm $200 per CPS game sounds pretty damn steep and largely unrealistic for MOST gamers at the time... That would be like right up there with Neo Geo systems and games. I knew a friend back in college who paid up to $400 for some of his AES carts, and that was back then in the late 90s when the US economy was doing OK and the dollar was still strong. He was well-educated and came from a wealthy family, but was an arrogant and condescending sonofabitch. You know how those people are like. They like to act and talk like they are at least 10 stories above everyone else. I broke off all ties with him right away. I usually buy all of my SNES carts used, and rarely ever pay more than $30 for them.
It looks like Cacom did a better job with this game and Knights of The Round then they did with Final Fight and Magic Sword.
This is definitely one of their BEST ports by far...
Fight Fight not having two-player mode was so disappointing. Jaleco took note with "Rival Turf" which I don't care what anyone says, is a really fun beat'em up.
@@drlight6677 Rival Turf had some static backgrounds, but they were really well-drawn tho... Do you still remember how nice the baseball stadium level looked?
Rival Turf indeed had some really nice backgrounds, i don't care that they were static lol. I wish the characters in the game had more animations though, characters are so stiff when attacking and getting hit and falling down@@OtomoTenzi
@@drlight6677 If I recall correctly, both Final Fight and Rival Turf were on 8 megabit carts... It's fair to say that they tried to squeeze in as much as they could on both of those games. Final Fight was missing 2-player support and the Rolento stage, as well as some quite noticeable background details (like the bar/pub area). Modern-day hackers/modders have proven that the 2-player option and censorship issues could be fixed, but there ain't really much we could do about a whole entire stage missing tho. I think they ditched the Rolento stage at the very last minute, cuz the original devs thought that elevator part would be a bit too much for the SNES hardware to handle. I swear, it MUST have been one of the main reasons why that stage was cut out from the game. If they had planned on including it somehow, I don't think it would've taken anymore than a few extra megabits of memory to hold it. 2 megs for that Rolento stage, and another 1 or 2 megs for restoring Guy back into the game. That's only like a total of 12 megs, so it couldn't have been really all that expensive? 🤔
capcom did as usual a great port for the snes. they really push the system
Arcade wins
Snes Very good ports + more than like arcade
It's missing a lot of snes version, it's not close to the arcade version. Snes is lazy port.
Em certos momentos os sprites quebram pelo fato do console não aguentar tantos elementos na tela, mas isso não incomodava, e também não ligávamos pela ausência do terceiro player.
Naquela época queríamos jogar em casa o que a gente jogava nos flipers, um port competente dos arcades pro Super Nintendo e um dos meu favoritos da Capcom pros 16 bits.
Another great comparison!!!!
Your videos are awesome! thanks for share.
ARCADE!
CPS 1: 4096 COLOURS, no limit sprites, more detailed animated backdrop and resolution- 384x224
Snes: 256 COLOURS, max 3 sprite on screen, smaller sprites, resolution-256x224 and Black Bands
you clearly have problems counting
@@lw7918If static sprites even count, then I could recall having at least 3 or 4 bags of gold layin' on the ground while I'm fighting 3 or 4 enemies on the screen at once. Plus the character you're controlling, that would be like around 7 or 8 sprites all being displayed at the same time (with some very noticeable slowdown and flicker).
ur sound edit surprised me, like sub
Good port considering tge hardware, but arcade as always looks much better.
Pretty great port!
これはタイムリーなネタだな
Most of the minor flaws that were keeping the SNES version from being 100% arcade perfect; like the odd resolution and fewer numbers of on-screen sprites, could've prolly been solved if this game was also ported on the Genesis... At the cost of scratchy sounds and music, of course! 🤨
Not a bad conversion all things considered. Only side by side do you really see the differences...
good port.
Arcade wins! Arcade has vibrant graphics and better resolution.
Snes is definitely a good port! Even though the arcade is superior, Capcom did a great job of porting this.
Snes ecelente port del arcade
Lack of enemies and too much slowdown on snes. Arcade wins of course
Yep
No your wrong, if you play the snes version, there would be more than 4 enemies on screen. (that's not a lie)
@@louiskeiflin5858
I have been watching this video and it missing a lot snes version, its lazy port you shittendo.
@@donemansion
If you mean by missing background animations, then yes. But it is not a lazy port, mostly hardware limitations, Capcom pushed the snes to its limits to create this.
@@louiskeiflin5858
Capcom cant push 100% to snes hardware limited due to the low ram and CPU. Games just become a big bug. If you need 100% this game look as same arcade. Gameboy advance has more CPU and RAM than snes console as it can push 100% to gameboy advance hardware without have big bug. Just look at the specifications different gameboy advance Vs snes, Shittendo.
Nice port.Wonder how an neogeo port could look,think it could be even better looking than arcade version.
The Neo Geo MVS could prolly handle ANYTHING that a CPS1 arcade system could throw at it, but Capcom would NEVER license this game to their competitor/rival SNK back in those days, when arcade scene was at its peak.
Gooood
Yuuuuu!!!!!!!!
Arcade wins!
No shit...
Yes shit...
Oh... you clever bastard...
The SNES version is surprisingly good, especially considering how bad Captain Commando is, and how slow Knights of the Round is (though that too is good on SNES). They had to cut it down to 2 players from 3 in arcades. But some other Capcom beat em ups didn't have 2 player option (Final Fight SNES, Punisher on Genesis, Magic Sword SNES, Captain Commando got cut down to 2 players from 4, but some arcade reivisons also only had 2 player options for that one), so even with 2 players, it was great.
To entendendo nada mas tá blz.
O dos fliperamas ganhou
Port perfeito... Super Nintendo, console foda!
In this game ,SNES graphics 85% arcade.
The graphics on the SNES version are actually OK, but they are very pixelated tho... I think it has gotta have something to do with the resolution?
Arcade e melhor, mas na época que lanço parecia msm que tava jogando um flipe no snes, fico muito bom e fiel, pra min snes foi o melhor console de port ficava muito parecido nao perdia muita coisa super nintendo era foda e continua sendo
Melhor console de Port foi o Neo Geo. Neste jogo aí, é visível a perca gráfica em vários trechos do cenário, menos inimigos na tela e Slowdow.
@@MarcoPolo82 sim concordo, mas o neo geo ja foi feito pra isso, e si nao mi engano acho que é midia e nao cartucho o snes e mega nao foi feito pra aguenta arcade por isso acho o snes melhor nesse ponto
O Mega teve base os fliperamas da segunda metade dos anos 80. Ele é uma versão simplificada da System 16 da Sega.
muito bom!
Genesis version wins
mientras genesis pasaba verguenza con el golden axe.....jajajajaj
Arcade version is much better.
let's see, only 2 to 3 enemies on the screen ... no thanks.
No, there could be 4-5 enemies on screen thanks to the smaller sprites. Do you see 2-3 enemies at 4:20, because I see 4 on screen, along with the player.
8:10 5 enemies on screen, sorry you chose the worse console back in the day
The arcade also has 2 or 3 enemies on the screen sometimes, is not Final Fight levels of throwing as much shit as you as possible.
@@oscarzxn4067Eventhough the original arcade version of Final Fight threw as many as 8 or 10 enemies at you on the screen all at once, those occurrences didn't happen without lotsa noticeable slowdown...
MEGADRIVE IS BETTER HEUHEUHEUHEU :B !!!
It's missing a lot of snes version, it's not close to the arcade version. Snes is lazy port.
What is it missing other than some graphical details and 3 players coop?
Geneѕhit fanboy... You're missing a few board from a full patio yourself
It's not missing a whole lot all things considered, but it's clear that Capcom did whatever they could to make it as faithful to the arcade version... Remember that the arcade version was running on CPS1 hardware; in coin-op cabinets that costed at least between 10 to 20 grand, all equipped with dedicated arcade chips that were still considerably ALOT more powerful than most 16-bit consoles back then. You really can't expect too much from a home console port that only costed you like 50-60 bucks at most! 🤔
S E G A wins!